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The one game: What would I change

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Comments

  • botrytisbotrytis Member RarePosts: 3,363
    Originally posted by Tokken
    reduce the amount of waypoints to make the world seem bigger, add mounts instead.

    Mounts are not needed - it makes the player mounted aggro everything and if they go past a non-mounted player that player is overwhelmed.

     

    I would not allow fighting off of mounts either. Rift's mount system is bad because mobs can knock you off of your mount (depending on speed of mount). Adds more complexity, also.

     

    I would say make portal system cheaper or free to use like in GW1.


  • Lord.BachusLord.Bachus Member RarePosts: 9,686
    Originally posted by Zzad
    Originally posted by InFlamestwo
    Perfectly balanced classes.

    that doesn´t exist in MMOS........ ;D

    Espescially not in a game that allows 100s of builds for every class. ......

     

    Personally i would not change much, but i would add many many more things...

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • AmjocoAmjoco Member UncommonPosts: 4,860

    I would want a way to show others my acheivements or gear.

    One of the biggest part of an MMORPG is sharing your accomplishments with others. As it stands, I know of no website like WoWs or Rifts that you can look at your friends/guildies acievements. Perhaps some type of bullitn board in major cities, would be nice if you could post your accomplishments for others to see, and would motivate people to do all the acievements! /shrug

    @ OP, I'm not sure this is what you mean by a change but this is what I would like see added!

    Death is nothing to us, since when we are, Death has not come, and when death has come, we are not.

  • VikingGamerVikingGamer Member UncommonPosts: 1,350
    I wish GW2 had Tera's combat.

    All die, so die well.

  • AmjocoAmjoco Member UncommonPosts: 4,860
    Originally posted by VikingGamer
    I wish GW2 had Tera's combat.

    I think the OP is looking for improvements! lol

    Seriously, Tera has a good system but it wouldn't work in GW2 imho. In PvE the mobs would have an advantage on you when you are action locked. 

     

    Death is nothing to us, since when we are, Death has not come, and when death has come, we are not.

  • PilnkplonkPilnkplonk Member Posts: 1,532

    One thing... hmm...

    In order of preference:

    1) Add a viable way to TRULY level via PvP. Ideally I'd love to be able to advance in sPvP before venturing into WvW. (Yes, I know this is the opposite to what ANet believes, that WvW is a "casual" gateway to "serious" PvP in structured arenas, but personally, for me, I do beg to differ). Alternatively, add some silght continous xp flow whenver you're in WvW combat, whether you win or not. At the moment it is extremely hard to truly level via WvW alone.

    2) Better rewards for SPECIFIC actions. I know that you get karma for DEs and that you can buy anything you want with it, but human psychology works differently and, frankly, finds this dull. 1000 karma is dull. A chance for a rare drop is exciting. As much as I hate rampant abuse of Skinnerian psychology in modern games, having veteran and champion mobs drop better loot than your average trash would be most welcome.

    3) Alternative weapon skills that can be unlocked only through performing specific actions. AND/OR leveling weapons beyond the initial skill unlocks. AND/OR weird/exotic weapons that you can find an lug around that are not particularly super-useful but are fun. (Think multi-use situational weapons).

    4) Open world QUEST LINES. Yes, I said it. Good riddance to old WoW/EQ quest garbage. However, I wouldn't mind an epic 20-step quest through the world requiring me, in particular, to perform a variety of specific tasks, from completing DEs to unlocking vistas that would, at the very end, provide me with something unique.

    5) Mounts in WvW. A must. Running times are really ridiculous in some instances. And what's with all the insta-kill cliff drops at my home fortress?

    6) Decrease time between ticks as the end of a round in WvW approaches. At the moment, the victor is pretty much obvious by the middle of the week so players tend to loose motivation. And yes, move the reset from friday to sunday night. It is obvious that the grand finale should be happening during the weekend rather than on friday afternoon lol.

  • itgrowlsitgrowls Member Posts: 2,951
    Originally posted by Pilnkplonk

    One thing... hmm...

    In order of preference:

    1) Agree sPvp should level you. people should play how they want.

    2) Agree that champion and vets should drop better and more loot.

    3) Would love to see something like this. a weapon skillset that's special outside of the legendary grind. I've always also been a fan of the elite skill system, beyond what the game does now. I would like to see the equivolent of skills earned at max level only through trial like 2.5 AD&D, like feats quest spells and elite wizard spells. Would be nice.

    4) Open world QUEST LINES. Uhm this is under the GW2 folder so DE's already exist and in higher level zones they have meta chains, it might not be immediately obvious but you can spend a good hour doing one of these chains easily until the big final event making everything quiet. Often these chains start via player participation only, like starting an escort.

    5) Mounts in WvW.  Disagree, they would have to revamp the quick system of getting out of combat so that people wouldn't abuse this left and right. People would be able to if not immediately hit by something, get out of the way of AOE's even after using both of their dodges and stay out of combat. Not a good idea.

     

  • itgrowlsitgrowls Member Posts: 2,951
    Originally posted by Amjoco
    Originally posted by VikingGamer
    I wish GW2 had Tera's combat.

    I think the OP is looking for improvements! lol

    Seriously, Tera has a good system but it wouldn't work in GW2 imho. In PvE the mobs would have an advantage on you when you are action locked. 

     

    image

    Combat works fantastic imo. I like how the mobs are sometimes slowed enough and confused enough to swing an nothing instead of at me, so i can get behind them. It's fun to me to use thief tactics of fighting on enemies on my engi using the bomb kit and being specced for swiftness/endurance boons :) drop some bombs run behind em, drop some fire, run away while dropping bombs behind me and bam they dead. Love that! not to mention the big bomb that blows the enemies back LOL

  • KhondorKhondor Member UncommonPosts: 51
    Originally posted by Dragonantis

    I would change the community constantly putting stuff on the TP at prices that are barely above vendor prices. The community is to blame for the TP prices not the fact that its not localised to the one TP.

    The way it is now, people slap stuff on TP without changing prices not caring what they are worth, so everythings cheap as a result.

    But the games still new, in a few months im sure it will improve.

    Actually, you are wrong.  Supply and demand are driving prices.  When there are 2500 onions available to purchase and only a demand for say, 500.  Guess what?   People will be giving onions away.   If something is available in large quantities at low prices, that generally means nobody needs or wants that crap.  Economics 101.

  • KhondorKhondor Member UncommonPosts: 51
    Originally posted by Zylaxx
    Remove the hearts, remove the anti grind code, remove all the bots.

    That's three things, but together in one sentence.  Not sure how to count that.

  • PurutzilPurutzil Member UncommonPosts: 3,048
    Originally posted by VikingGamer
    I wish GW2 had Tera's combat.

    ^ If it did, even with the lack in other areas, I'd still be playing this game.  Why did Tera have to have one of the best combat systems in an MMO and lacking in most areas while GW2 had some good ideas (not all but but much better executed at least then Tera) but combat that felt so clunky, repetative, and lack luster? :(

  • DeivosDeivos Member EpicPosts: 3,692

    I honestly hate that people like to jack up the value of things via acuction just to make extra money at othe rpeople's expense. Generally like the low average values for common tiems, helps things keep moving and redistributes materials to people that actually need and will utilize it.

     

    EDIT: And like someone else said, when there's thousands of an item up on the market at a time and only a few people are buying, the price does not make sense to get inflated.

    Rare items that actually have demand still increase in price due to their perceived value.

    The rest is greedy people buying up the things they can leverage the cost for and forcing an item that has a bit of demand to be more expensive than it really should be, simply because they have created a monopoly on that item. Same goes with if you have a group doing it, then you are running a cartel. And both are bad for general economy (only serves benefit to the sellers capitalizing on the given asset).

     

    One thing I would change would probably be they way they had elected to create their servers for the client-ends experiance.

     

    The whole 'pick one' off the bat and having characters being universal thing ends up being a very big bother. If account names were tied to being unique and freed up player names as a result to not having to be unique, that would have helped a lot on it's own.

    Could expand on that by noting they use an overflow system that is essentially a secondary instance, and it makes me think they probably could have done a bit of work to mush the servers together as one and then split them off into a few primary 'named' shards rather than fully individual servers.

    Point being that the primary shards would act similar to servers, but they could have their own associated rulesets that potentially differentiate them like classic servers, or just straight up are the same and just serve different common communities without barring people from hopping shards to play with friends that started elsewhere.

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432

    Make the leveling slower.

    Everything I do gives me XP. I sneeze or fart and a little "+1xp" floats above my head. OK. Not really. But as I go about doing things, levels just fly by. I am a casual player, never striving for the max level. Yet it took me about 1 month to reach max level on my first character, thanks to resource gathering xp, exploring xp, quest xp, dailies xp, monster killing xp, and crafting xp. I never even touched PvP (WvWvW), which also gives xp. It is tough to do things that do not give you xp.

    It's NOT that I don't think these activities should NOT give me xp. It's just that it all adds up so fast. I shouldn't be down-leveled in a new zone before completing it.

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • PilnkplonkPilnkplonk Member Posts: 1,532
    Originally posted by itgrowls
    Originally posted by Pilnkplonk

    4) Open world QUEST LINES. Uhm this is under the GW2 folder so DE's already exist and in higher level zones they have meta chains, it might not be immediately obvious but you can spend a good hour doing one of these chains easily until the big final event making everything quiet. Often these chains start via player participation only, like starting an escort.

    Yeah, I know, but I'm talking about something else... To tie in with the elite/improved weapon skills idea - an example would be that in order to unlock such a skill, you would need to travel to a particular location and complete a DE chain, then travel somewhere else and talk to someone, solve an (easy) jumping puzzle, bring some rare items to a particular character in a capital, etc, etc... Basically, a series of tasks that you, personally embark on to gain something that is personally important to you.

    Again, events are great, they provide fantastic backdrop to your travels. However, there is something missing there - the WoW way abused "hero's journey" paradigm but it is not bad in itself. It became bad when WoW turned every aspect of the world into a "me me me" experience, every player being a "hero" all the time. In my humble opinion, there should be a balance between the two - a living world which is bigger than you on the other hand and a "hero's journey" you can choose to take within that larger world. GW2's devs were aware of this an that is why they introduced the instanced personal story, but I do feel that they missed the mark. Imo, personal stories shouldn't be divorced from the larger, persistent world, but they should definitely be there as an option, if nothing else. I'm not saying "bring back quests." No, what I'm saying is that there should be some kind of questing experience withing the DE structure. There is no need for instancing or phasing the world or making everybody "a special snowflake". Just have a dude in Lion's Arch hobble over and tell you, "Man, I'll give you that super special Midnight Cherry dye if you go and kill that undead mega-shark down south. And bring me some hamburgers." This would give players an incentive to go in a certain direction, to follow a quest if they so choose, without leading them by the nose all the way as in all those "follow the yellow brick road" games we've been forced to endure for the past decade.

    5) Mounts in WvW.  Disagree, they would have to revamp the quick system of getting out of combat so that people wouldn't abuse this left and right. People would be able to if not immediately hit by something, get out of the way of AOE's even after using both of their dodges and stay out of combat. Not a good idea.

     Heh, a simple misunderstanding. :) I meant to say "non-combat" mounts. The same thing they had in WAR - the moment you enter combat you're dismounted. It's just a way to move around the map more quickly without favoring either the attackers or defenders (as keep teleports do). In WAR it worked perfectly and a 50+ mounted zerg streaming across the plain in full charge was always a raising thing to see. I'd love to see it in GW2 one day too.

     

     

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